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Teeworlds
discord.gg/teeworlds / general
Teeworlds Discord Server.
Between 2020-09-20 00:00:00Z and 2020-09-21 00:00:00Z
Deleted User joined the server. 2020-09-20 00:30:10Z
giga chad 218 joined the server. 2020-09-20 08:41:28Z
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giga chad 218 2020-09-20 08:41:59Z
it's the 2b2t discord ?
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!The Basic Guy 2020-09-20 10:12:53Z
hack
SPOILER
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@Stiopa what is that?
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looks like water physics
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@gerdoe wah. pyuh wah
10:42
(experiment with water tile prototype, want to test out physics) (edited)
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messing with physics with this is really enjoyable 😄
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nice map border
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automap ftw
12:15
took time and fixed it
13:36
still experimenting
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how did you make the water tiles, just regular tiles?
13:38
the water and laser being underwater is just an illusion
13:38
since I don't know how to add extra "game" layers xd
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cool
13:38
that might work tbh
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I am mostly experimenting with possible physics (with tunes) and possible usage in gameplay
13:39
weapons & pickups hard to get to due to being underwater etc
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keep doing that 👍
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and most of all, learning new things in c++ and having fun 😄
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can I reference CCharacter in CCharacterCore? (edited)
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You probably shouldn't
15:49
If you really need to, you can do what ddrace did, we just added a new field for it and we set it every tick
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I see, I see
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the core has to work on client side as well. for the prediction
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Yeah, that's why it's not a great idea to mess around with the core
15:50
(you ofc can, provided you are careful)
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for water, you have to
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🤔 makes sense well I wanted to modify a movement value based on parameter within the respective CCharacter
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Ah, you are doing water?
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yeah, if you are adding in for both client and server, then do it
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I am trying to do some testing with water yeah
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but referencing CCharacter might have some problem
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wanted to add a DivingGear bool
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@Stiopa though I'd probably argue that your parameter should be a part of the core in that case
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hmmm, that'd make sense
15:53
okay I think I know how to do it. thx for the help
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yep, works, but without prediction, as expected. lol
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nvm, managed to fix prediction
16:42
fuck it, the void is too brutal. vast swathes of ocean on ctf5 await (edited)
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then you can take the flag and camp in water near the death border
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and stupidly die by laser chad
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of course
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Have you checked how water works in infNext?
19:32
is it any different than a tune_zone with gravity=-0.2?
19:34
DDNet server sends a fake_tune to 0.7 and it works nice there too
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yes I did see it! @Deleted User
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Would like to borrow this technique to my mod too if it will become more advanced 😄
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well, what I am doing is both client and serverside
19:44
when teeworlds compiles, it uses the game.png and the client_data from the out folder?
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I just learned that content.py is responsible for many files the HARD way
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yo @Zatline you are an artist right?
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I am I think yea
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and by that I mean that I know
20:16
that you are one
20:16
therefore
20:16
rate my breath icon
20:16
20:16
in the top left
20:16
isn't it pretty?
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hmm u want me to be honest right
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oh hell yeah be honest, nothing can beat that icon!
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it looks like an ice cube (edited)
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assymetric, two color piece of modern art
20:17
ice cube? air bubble? same thing
20:17
most important that it works
20:18
now I have a beta with 5 tuning parameters, working water tile, invisible diving gear pickup
20:18
and basic water physics
20:18
oh, and drowning
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sounds great
20:19
we gotta start somewhere 👍
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well, this is mostly for gameplay tests
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of course I mean that should be first priority anyway
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no good gameplay = no water probably
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yea pretty much
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A retro multiplayer shooter. Contribute to Stiopa866/teeworlds development by creating an account on GitHub.
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harpoon time
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one known issue, when using content.py one weapon in enum is not added
20:22
(WEAPON_HARPOON) and an error is given
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i need to look up what a harpoon is
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(professional art included)
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is harpoon a handheld thing or a shooty thing
20:23
(what am i talking about
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I think the latter is the harpoon gun?
20:24
I just simplified it to harpoon
20:24
tbh I cannot fathom that this thing works
20:25
during zesc modernization I had bugs at every step, here I didn't have to worry that much
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btw, i'd recommend seperate weapon and water into two branches
20:26
we can probably make water backward compatible
20:26
but then trying out both at once would require a third branch, with both branches merged together, right?
20:27
well no
20:27
you have a water one and a water and harpoon one
20:27
yeah that sounds good
20:27
would solve the issue with compilation everytime the python script is launched
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anyway, we can back port part of it, do whatever
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oh, one more feature of the branch I forgot, gun,shotgun and grenades are unusable underwater and their bullets disappear while touching it atm (probably should make it into a bool tune)
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bad habit of shooting suggestions out of my a
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@Stiopa can you send gameplay video here?
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unfortunately I can't, for I do not have recording software (edited)
20:29
actually
20:30
I can make a demo? or will it not work without the right client?
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no it wont
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oh yeah if u want to test it, don't forget to change the server gametype to mod, so as not to get netbanned :P
20:32
20:32
current tunes
Knnrz joined the server. 2020-09-20 20:33:18Z
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oh, one more feature of the branch I forgot, gun,shotgun and grenades are unusable underwater and their bullets disappear while touching it atm (probably should make it into a bool tune)
@Stiopa it be cool if we could make projectiles leave the baarrel at high velocity but instantly slow down and start to just float after a certain distance
20:33
check this for reference https://youtu.be/L4Y4GUmvPkU?t=98
20:34
I wanted to do that, but I ran into the issue of projectile pos being calculated based on the amount of ticks they existed, curvature and speed
20:34
or at least that's how I understood the code (which I hope is right)
20:35
hence I opted out for the destruction
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@Stiopa have you seen actual WaterMod sources?
20:38
water was rather advanced there
20:38
not just gravity and curves I mean (edited)
20:38
though I didn't digged into that very much
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not really
20:39
also, I just noticed that my diving gear instead of preventing you from drowning, makes you drown
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why everybody code this fast, i can't do that much in two days
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you talking about the water stuff?
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I spent an entire day on this :D
20:41
  • some breaks for teeworlds vanilla ofc
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also, I just noticed that my diving gear instead of preventing you from drowning, makes you drown
do you have enemies?
20:41
IRL I mean 😄
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why would I? :P
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it looks that somebody hacked your drowning gear to arrange an accident
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I spent an entire day on this :D
@Stiopa i spent an entire day on menus, didn't do much
20:43
EeveeShy
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why everybody code this fast, i can't do that much in two days
because they just adding new simple features, not refactoring a 10 old year mess
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menus are probably harder
20:43
oh yeah, also diving gear removes the water decel and floating values
20:43
so basically water becomes air
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also everything serverside in this game is much simpler that anything clientside I guess
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(I can't do swimming mechanics for the love of me)
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(we don't have a up and a down key)
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server code is self-contained, it talks with client only. Client has to talk with a ton of layers and systems like GL and so on (edited)
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another bug, drown crashes the server
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you don't have to learn anything to make server mod. You just hack
20:45
in worst case you will peek into a client network code
20:45
or place one debug once a month into it
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i made client hack before. don't know how i did it. because it is giving me headache rn (edited)
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that's why I've chosen to be a backend engineer 😄
20:46
anything frontend consists of constantly evolving things depends on other constantly evolving things
20:47
you can just a backend and a frontend have to adapt to an API you give
20:47
In web dev world I mean
20:47
I've tried to be a full-stack, but burned up very soon
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i mean css/html or something like vuejs wasnt that bad
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if you like it, it's ok
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but teeworlds is meh
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another bug, tuning the length of drowning breaks the breath indicator
20:49
i do care ux in terms how the ui respond. but it was pretty hard to do anything in tws (edited)
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crash bug fixed
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I would love the whole teeworlds to be rewritten on something like C# so I will not get memory corruption and segfaults
20:50
but it will not happen so I have to learn C++ memory management like every man should :] (edited)
20:51
I will be a master in just 10 years (edited)
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how more complicated is c++ compared to c# ?
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Syntax is about the same level.
20:53
But I've never experienced any memory problems with unity/C# that I get here (edited)
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alright 😄
20:53
ok that should all about water from me for today
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can't remember who's code i've stolen for my old client
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all memory management in C++ is so low-level and unsafe
20:53
and really hard to do right for a noob
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but i remember my scoreboard was pretty cool (not really)
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especially with structures from 90x that are common in tw code (edited)
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I of course recommend to check my stuff out 😄 all ya need to do is to clone, create autoexec making the server mod, compile server, compile client, make a map that has a tile with the water (in game layer) and voi-la!
20:55
good lord, I am tired
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thought you would provide a premade map
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@Stiopa too lazy, just give me IP to connecti with a vanilla
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either due to 4h of sleep or 10+ h of coding
20:55
it is not vanilla compatible
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probably both
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either due to 4h of sleep or 10+ h of coding
are you narcoleptic? you falling asleep while coding? ;)
(edited)
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no, I thought I'd wake up in 6h but I was wrong
20:56
it was 4h
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have you eaten
20:56
yes
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Ah, I've read it like "4th of sleep"
20:56
here is the vast oceans of ctf5 map
20:56
dm7 fork with a pool in the bottom part
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why water at all, @Stiopa ?
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cuz oy said yes
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cause I want to test it ingame
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why this enhacement?
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oy said "design discussion"
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can we make it more like minetee?
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what isn't a good way to test it other than ingame?
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he said yes if we can design it well in irc
20:57
iirc
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and the build should help to see the flaws in design etc
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one can build maps with this I suppose
20:58
well TBH
20:58
liquid tunings allow for making trampolines
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tune liq_x_decel -1.1 makes a trampoline that puts you higher and higher
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just see how liquids work here
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to have flowing water is one of the final goals I think
20:59
idk, I just want to have a working game example of physics
20:59
well "proposed" physics made by me 😝
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terraria/minecraft/minetee would be ok I think
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after you fixed your bugs you should post it under the issue
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with a bit of customization though ofc
21:00
well, I will work on it tomorrow, sadly I have a 12h busy day ahead of me before I come home >:
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anyway flowing water is not decorative right?
21:00
so server will know and could change map structure?
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current bug I am aware of is the bubble gui messy with tuned values
21:01
besides that the icons for new pickups are weird
21:01
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a early version should be fine. if the discussion doesn't go well, better change it earlier than right before you completed everything ^^
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well, first gimme 30 mins, then I will try to post it under the issue
21:02
now; brb
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making the water is simple, making it iteractive and updatable is hard task
21:02
cause there is no protocol to change a map serverside
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wait you don't have to do it now, you should get some sleep
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@Stiopa go buy a Melaxen to fight your coffee and get sleep bro. You're amazing (edited)
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i think it was discussed to have a flow path. like a fixed water fall
21:03
but i might be wrong
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then it's nothing new
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too lazy to check issues
21:03
it is for vanilla tho
21:03
anyway
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and it's effectively a tune zone
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i should go back looking at menus
👌 1
21:05
wait i lost my onion rings
21:05
i remember i ordered some onion rings, can't find them
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it would be really cool if we would end up with a fully interactable sim at the end that flows down drags tees with the direction it flows eventually if there is an emitter that constantly spawns water you would need a draining system to let the water exit the map or else the whole map would drown over time but for making things simple we should probably focus on the overall gameplay first and dynamic splash and ripple effects are gonna be a challenge even without water flowing under the rules of gravity
👍 1
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I think simple rules could be made to calculate a direction of a flow even with a tile-based flow.
21:13
I mean both the spread of substance and the direction of a force it should produce for a tee submerged in it.
21:14
But still it will require a server to be at least aware of that model or it will desyncronise.
21:15
Would love to see a server telling a client "place water tile INSTEAD of any tile that is there currently on X, Y and apply a force towards left-bottom of a tile to any tee passing it" (edited)
21:15
So many things could be made with that protocol change. And I cannot imagine dynamic water flows working without it. (edited)
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For that thing we need a code wizard!
21:25
Also, I think I will just go straight to sleep
21:25
I'd like to sleep properly
21:27
I'd appreciate if someone put my repo on the issue, mentioned the 6 tunes, special tile, tube for disabling selection of projectiles in water, drowning etc
21:28
And maybe a video for @gerdoe 😝
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And for me. Don't get what are you doing and what is done.
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Dynamic water simulations are kinda far fetched honestly
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